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2016 IEEE 15th International Conference on Cognitive Informatics & Cognitive Computing (ICCI*CC)最新文献

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Visualization of brain activation during the performance of attention-demanding tasks 在执行需要注意力的任务时,大脑活动的可视化
Muthumeenakshi Subramanian, B. Geethanjali, N. Seshadri, V. Bhavana, R. Vijayalakshmi
Attention is the primary cognitive process to induce a response to a stimulus. Maintaining the attentive state continuously for a prolonged period of time is known as sustained attention which is vital for performing any task. The present study aims at evaluating the activation of different brain regions while performing an attention requiring task. A standard attention task called the Visual Continuous Performance test was employed for the study. The analysis is achieved with the help of electroencephalography (EEG) recorded simultaneously during the entire period of execution of task. The task report detailing the errors committed, reaction time is generated automatically and indicates the level of performance. The relative theta and gamma power were significantly higher (p=0.05) during task when compared to that determined during rest, whereas in alpha band the relative power was significantly higher (p=0.05) during rest when compared to task. Event related synchronization (ERS) and Event related Desynchronization (ERD) in relative theta power and relative alpha power respectively was observed particularly in the parietal cognitive processing electrodes (associated with attention). Theta synchronisation and alpha desynchronization is associated with good performance; this was supported by the task performance result which reported a minimum of errors. These event-related changes helped sustain attention and a visualization of the activated brain regions was accomplished for a better depiction of the findings.
注意是诱导对刺激作出反应的主要认知过程。长时间持续保持注意力状态被称为持续注意力,这对执行任何任务都是至关重要的。本研究旨在评估在执行需要注意力的任务时不同大脑区域的激活情况。该研究采用了一种称为视觉连续表现测试的标准注意力任务。该分析是借助在整个任务执行期间同时记录的脑电图(EEG)来实现的。任务报告会自动生成,详细说明所犯的错误、反应时间,并指示性能级别。任务时的相对θ和γ功率显著高于休息时的相对功率(p=0.05),而休息时的α波段相对功率显著高于任务时的相对功率(p=0.05)。事件相关同步(ERS)和事件相关去同步(ERD)分别在相对theta功率和相对alpha功率中被观察到,特别是在顶叶认知加工电极(与注意相关)。θ同步和α不同步与良好的表现有关;任务性能结果支持了这一点,它报告了最少的错误。这些与事件相关的变化有助于保持注意力,并且为了更好地描述研究结果,完成了激活大脑区域的可视化。
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引用次数: 0
Qualitative analysis of pre-performance routines in throwing using simple brain-wave sensor 用简易脑波传感器对投掷赛前动作进行定性分析
H. Hiraishi
This paper describes a qualitative analysis of the concentration level required to throw an object at a specific target, such as the free throw in basketball or darts games, using a simple brain-wave sensor that is a type of electroencephalograph. The qualitative analysis does not focus on quantity, but on qualitative changes, such as increasing, decreasing, or stabilizing. The analysis allows us to clarify the essential features of subjects where standards are individually different, such as brain waves or concentration levels. Therefore, we analyze the differences in concentration levels between experts and novices while throwing. Furthermore, we analyze the influence of concentration levels by pre-performance routines (PPRs), which involve performing certain determined motions before throwing, and are often executed in sports for the purpose of removing stress or raising concentration. The analysis reveals a concentration-stabilizing phenomenon where the concentration level becomes stabilized prior to throwing. We also find that the phenomenon appears more conspicuously in the case of experts and PPRs. This means that a type of PPR exists in the case of experts, and removing stress or raising concentration, both of which are the purpose of PPRs, is similar to stabilizing the concentration gained from brain waves. Therefore, because we can train PPRs by checking the concentration levels, we designed a PPR training tool that uses smart glass, one of the wearable computers.
本文使用一种简单的脑波传感器,即脑电图仪,对向特定目标投掷物体(如篮球或飞镖比赛中的罚球)所需的集中程度进行定性分析。定性分析不关注数量,而是关注质变,如增加、减少或稳定。这种分析使我们能够澄清标准不同的受试者的基本特征,比如脑电波或浓度水平。因此,我们分析了专家和新手在投掷时集中程度的差异。此外,我们分析了赛前动作(pre-performance routines, PPRs)对集中水平的影响。赛前动作包括在投掷前进行某些确定的动作,通常在运动中进行,目的是消除压力或提高注意力。分析揭示了一种浓度稳定现象,即浓度水平在投掷前变得稳定。我们还发现,这种现象在专家和公关人员中表现得更为明显。这意味着专家身上存在一种小反冲症,而消除压力或提高注意力都是小反冲症的目的,类似于稳定从脑电波中获得的注意力。因此,因为我们可以通过检查浓度水平来训练PPR,我们设计了一个PPR训练工具,使用智能玻璃,一种可穿戴电脑。
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引用次数: 0
Identifying users and activities with cognitive signal processing from a wearable headband 通过可穿戴头带的认知信号处理来识别用户和活动
Glavin Wiechert, Matt Triff, Zhixing Liu, Zhicheng Yin, Shuai Zhao, Ziyun Zhong, Runxing Zhaou, P. Lingras
This paper studies the supervised classification of electroencephalogram (EEG) brain signals to identify persons and their activities. The brain signals are obtained from a commercially available and modestly priced wearable headband. Such wearable devices generate a large amount of data and due to their attractive pricing structure are becoming increasingly commonplace. As a result, the data generated from such wearables will increase exponentially leading to many interesting data mining opportunities. We propose a representation that reduces variable length signals to a more manageable and uniformly fixed length distributions. These fixed length distributions can then be used with a variety of data mining techniques. The experiments with a number of classification techniques, including decision trees, SVM, neural networks, and random forests show that it is possible to identify both the persons and the activities with a reasonable degree of precision.
本文研究了脑电图信号的监督分类方法,用于识别人和人的活动。大脑信号是从市售的、价格适中的可穿戴头带获得的。这种可穿戴设备产生了大量的数据,由于其具有吸引力的价格结构,正变得越来越普遍。因此,这些可穿戴设备产生的数据将呈指数级增长,从而带来许多有趣的数据挖掘机会。我们提出了一种将可变长度信号减少到更易于管理和统一的固定长度分布的表示。然后,这些固定长度分布可以与各种数据挖掘技术一起使用。使用决策树、支持向量机、神经网络和随机森林等多种分类技术进行的实验表明,以合理的精度识别人和活动是可能的。
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引用次数: 13
Simplification and visualization of brain network extracted from fMRI data using CEREBRA 利用CEREBRA对fMRI数据提取的脑网络进行简化和可视化
Baris Nasir, F. Yarman-Vural
In this paper, we introduce graph simplification capabilities of a new tool, CEREBRA, which is used to visualize the 3D network of human brain, extracted from the fMRI data. The nodes of the network are defined as the voxels with the attributes corresponding to the intensity values changing by time and the coordinates in three dimensional Euclidean space. The arc weights are estimated by modeling the relationships among the voxel activation records. We aim to help researchers to reveal the underlying brain state by examining the active regions of the brain and observe the interactions among them. Although the tool provides many features for displaying the fMRI data as a dynamical network, in this study, we have mainly focused on two main features. The first one is the unique graph simplification module that allows users to eliminate redundant edges according to some weighted similarity criterion. The second one is visualizing the output of the external algorithms for voxel selection, clustering or network representation of fMRI data. Thus, users are able to display, analyze and further process the output of their own algorithms.
本文介绍了一种新工具CEREBRA的图形简化功能,该工具用于从fMRI数据中提取人类大脑的三维网络。网络的节点被定义为具有随时间变化的强度值和三维欧几里德空间坐标对应属性的体素。通过建模体素激活记录之间的关系来估计弧权值。我们的目标是通过检查大脑的活跃区域并观察它们之间的相互作用来帮助研究人员揭示潜在的大脑状态。虽然该工具提供了许多功能来显示fMRI数据作为一个动态网络,但在本研究中,我们主要关注两个主要功能。第一个是独特的图化简模块,允许用户根据一些加权的相似度标准来消除冗余边。第二个是可视化外部算法的输出,用于体素选择、聚类或fMRI数据的网络表示。因此,用户能够显示、分析和进一步处理他们自己的算法的输出。
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引用次数: 0
Development of a cognitive vehicle system for simulation of driving behavior 模拟驾驶行为的认知车辆系统的开发
M. T. Chan, Christine W. Chan, Craig M. Gelowitz
This paper presents Racer, a car-racing simulator where the human player races a car against three game-controlled cars in a three-dimensional environment. The game incorporates artificial intelligence (AI) techniques, and the objective of AI in video games is not to defeat the human player, but to provide the player with a challenging and enjoyable experience. The game is a software simulation that incorporates considerations of human driving behavior. The paper provides a brief history of AI techniques in games, presents the use of AI techniques in contemporary video games, and discusses the contemporary video game AI techniques that were implemented in the development of Racer.
本文介绍了Racer,一个赛车模拟器,人类玩家在三维环境中与三辆游戏控制的汽车比赛。这款游戏融合了人工智能(AI)技术,而电子游戏中AI的目标并不是打败人类玩家,而是为玩家提供具有挑战性和乐趣的体验。这款游戏是一款模拟人类驾驶行为的软件。本文简要介绍了游戏中AI技术的历史,展示了AI技术在当代电子游戏中的应用,并讨论了在《Racer》开发中实施的当代电子游戏AI技术。
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引用次数: 0
Communication channel analysis and simulation of medical implanted electronic devices based on the volume conduction 基于体积传导的医用植入电子器件通信信道分析与仿真
Lixiao Feng, Jun Peng, Guorong Chen, Chengyuan Chen, Dedong Tang
The research of the communication between medical implanted electronic devices (hereinafter referred to as implanted devices) and external devices is a focus. In this paper, a data communications model based Volume Conduction is presented. As the frequency increases the KHz level, the effect of background biological noise is considered negligible, the channel is thus modeled as the additive white Gaussian noise (AWGN) channel in these frequencies. From Shannon information theory, in two-dimensional modulation, the volume conduction channel capacity formula was derived, further derivation: with extremely low signal to noise ratio (SNR) using in the two-level modulation can be very effective use of channel capacity, with high SNR a multi-level modulation is used in order to make full use of the channel capacity. System-view software is used to the channel simulation, the input and output signal waveforms and eye diagram comparison, the curves of the BER (bit error rate) and SNR.
医用植入式电子设备(以下简称植入式设备)与外部设备通信的研究是一个热点。本文提出了一种基于体积传导的数据通信模型。随着频率的增加,背景生物噪声的影响被认为可以忽略不计,因此通道被建模为这些频率中的加性高斯白噪声(AWGN)通道。从香农信息理论出发,在二维调制中,导出了体积传导信道容量公式,进一步推导出:在极低信噪比(SNR)下采用双电平调制可以非常有效地利用信道容量,在高信噪比下采用多级调制才能充分利用信道容量。利用系统视图软件对信道进行仿真,对输入输出信号波形和眼图进行比较,得到误码率和信噪比曲线。
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引用次数: 0
MetaThink: A MOF-based metacognitive modeling tool MetaThink:一个基于mof的元认知建模工具
M. Pineres, D. A. Diaz, D. Josyula, B. JovaniA.Jiménez
Metacognition has been used in artificial intelligence to increase the level of autonomy of intelligent systems. However the design of systems with metacognitive skills is a difficult task due to the number and complexity of processes involved. This paper describes a MOF-based visual metacognitive modeling tool named MetaThink. MetaThink has a core based on a metacognitive metamodel named MISM. MetaThink was validated using the Tracing technique and the metacognitive models obtained from the validation process were consistent with MISM.
元认知已被应用于人工智能中,以提高智能系统的自主性。然而,由于所涉及的过程的数量和复杂性,具有元认知技能的系统设计是一项艰巨的任务。本文介绍了一种基于mof的视觉元认知建模工具MetaThink。metatthink的核心是基于一个名为MISM的元认知元模型。使用追踪技术对meta - think进行验证,验证过程中获得的元认知模型与MISM一致。
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引用次数: 0
A Sparse Temporal Mesh Model for brain decoding 脑解码的稀疏时间网格模型
Arman Afrasiyabi, Itir Önal, F. Yarman-Vural
One of the major drawbacks of brain decoding from the functional magnetic resonance images (fMRI) is the very high dimension of feature space which consists of thousands of voxels in sequence of brain volumes, recorded during a cognitive stimulus. In this study, we propose a new architecture, called Sparse Temporal Mesh Model (STMM), which reduces the dimension of the feature space by combining the voxel selection methods with the mesh learning method. We, first, select the “most discriminative” voxels using the state-of-the-art feature selection methods, namely, Recursive Feature Elimination (RFE), one way Analysis of Variance (ANOVA) and Mutual Information (MI). After we select the most informative voxels, we form a star mesh around each selected voxel with their functional neighbors. Then, we estimate the mesh arc weights, which represent the relationship among the voxels within a neighborhood. We further prune the estimated arc weights using ANOVA to get rid of redundant relationships among the voxels. By doing so, we obtain a sparse representation of information in the brain to discriminate cognitive states. Finally, we train k-Nearest Neighbor (kNN) and Support Vector Machine (SVM) classifiers by the feature vectors of sparse mesh arc weights. We test STMM architecture on a visual object recognition experiment. Our results show that forming meshes around the selected voxels leads to a substantial increase in the classification accuracy, compared to forming meshes around all the voxels in the brain. Furthermore, pruning the mesh arc weights by ANOVA solves the dimensionality curse problem and leads to a slight increase in the classification performance. We also discover that, the resulting network of sparse temporal meshes are quite similar in all three voxel selection methods, namely, RFE, ANOVA or MI.
从功能性磁共振图像(fMRI)中解码大脑的主要缺点之一是特征空间的维度非常高,它由数千个体素组成,这些体素是在认知刺激期间记录的脑容量序列。在这项研究中,我们提出了一种新的架构,称为稀疏时间网格模型(STMM),它通过将体素选择方法与网格学习方法相结合来降低特征空间的维数。首先,我们使用最先进的特征选择方法,即递归特征消除(RFE),单向方差分析(ANOVA)和互信息(MI),选择“最具判别性”的体素。在我们选择信息量最大的体素之后,我们在每个被选中的体素周围与其功能邻居形成星形网格。然后,我们估计网格弧权值,它表示一个邻域内体素之间的关系。我们进一步使用方差分析来修剪估计的弧权值,以消除体素之间的冗余关系。通过这样做,我们获得了大脑中信息的稀疏表示来区分认知状态。最后,利用稀疏网格弧权的特征向量训练k-最近邻(kNN)和支持向量机(SVM)分类器。我们在一个视觉目标识别实验上测试了STMM架构。我们的研究结果表明,与在大脑中所有体素周围形成网格相比,在选定的体素周围形成网格可以大大提高分类精度。此外,通过方差分析对网格弧权值进行修剪,解决了维数诅咒问题,使分类性能略有提高。我们还发现,在所有三种体素选择方法(即RFE, ANOVA或MI)中,得到的稀疏时间网格网络非常相似。
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引用次数: 3
Design and implementation of user-oriented video streaming service based on machine learning 基于机器学习的面向用户的视频流服务的设计与实现
Makoto Oide, Akiko Takahashi, Toru Abe, T. Suganuma
We propose a method to determine appropriate quality of service (QoS) dynamically required by users for video streaming services in this paper. In the proposed method, the QoS parameters for the video streaming are determined based on the machine learning algorithm, by using a regression analysis in particular, according to the user requirements, computational/network resources and service provisioning environments. In this paper, we describe the design and implementation of our method. Furthermore, we confirm the feasibility of our proposed method through an experiment of a prototype system.
本文提出了一种动态确定视频流服务用户所需的适当服务质量(QoS)的方法。在该方法中,根据用户需求、计算/网络资源和业务提供环境,通过回归分析,基于机器学习算法确定视频流的QoS参数。在本文中,我们描述了我们的方法的设计和实现。此外,我们通过一个原型系统的实验验证了我们所提出的方法的可行性。
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引用次数: 1
Deep reasoning and thinking beyond deep learning by cognitive robots and brain-inspired systems 认知机器人和大脑启发系统超越深度学习的深度推理和思考
Yingxu Wang
Recent basic studies reveal that AI problems are deeply rooted in both the understanding of the natural intelligence and the adoption of suitable mathematical means for rigorously modeling the brain in machine understandable forms. Learning is a cognitive process of knowledge and behavior acquisition. Learning can be classified into five categories known as object identification, cluster classification, functional regression, behavior generation, and knowledge acquisition. A fundamental challenge to knowledge learning different from the deep and recurring neural network technologies has led to the emergence of the field of cognitive machine learning on the basis of recent breakthroughs in denotational mathematics and mathematical engineering. This keynote lecture presents latest advances in formal brain studies and cognitive systems for deep reasoning and deep learning. It is recognized that key technologies enabling cognitive robots mimicking the brain rely not only on deep learning, but also on deep reasoning and thinking towards machinable thoughts and cognitive knowledge bases built by a cognitive systems. A fundamental theory and novel technology for implementing deep thinking robots are demonstrated based on concept algebra, semantics algebra, and inference algebra.
最近的基础研究表明,人工智能问题深深植根于对自然智能的理解,以及采用合适的数学手段以机器可理解的形式严格模拟大脑。学习是一个获取知识和行为的认知过程。学习可以分为五类,即对象识别、聚类分类、功能回归、行为生成和知识获取。不同于深度和循环神经网络技术的知识学习的一个基本挑战,导致了认知机器学习领域的出现,该领域是基于最近在指称数学和数学工程方面的突破。本次主题演讲将介绍正式脑研究和深度推理和深度学习认知系统的最新进展。人们认识到,使认知机器人模仿大脑的关键技术不仅依赖于深度学习,而且依赖于对认知系统构建的可机器化思想和认知知识库的深度推理和思考。基于概念代数、语义代数和推理代数,展示了实现深度思考机器人的基本理论和新技术。
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引用次数: 21
期刊
2016 IEEE 15th International Conference on Cognitive Informatics & Cognitive Computing (ICCI*CC)
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